entities update
git-svn-id: svn://svn.icculus.org/netradiant/trunk@188 61c419a2-8eb2-4b30-bcec-8cead039b335
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@ -14,6 +14,9 @@ In order to get Domination working well in your map, you need to place dom_team
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message: message to be displayed to all players when this point is captured, preceded by the team's name. This defaults to " has captured a control point". You can specify different names for each point, for example " has captured the Lava Room".
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wait: How often this point gives its controlling team frags.
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frags: How many frags this point gives each wait cycle.
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-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
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model="models/domination/dom_unclaimed.md3"
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*/
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/*QUAKED dom_team (.3 .3 1) (-16 -16 -16) (16 16 16)
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@ -91,7 +94,8 @@ TOGGLE: causes the door to wait in both the start and end states for a trigger e
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*/
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/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN BIDIR DOOR_DONT_LINK BIDIR_IN_DOWN - TOGGLE X_AXIS Y_AXIS
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Normal rotating door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
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Normal rotating door entity that opens by rotating around an axis (default: Z). Use an origin brush to specify the rotation axis.
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By default, the door will activate when player walks close to it or when damage is inflicted to it.
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If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches.
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BIDIR makes the door work bidirectional, so that the opening direction is always away from the requestor.
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The usage of bidirectional doors requires two manually instantiated triggers (trigger_multiple), the one to open it in the other direction
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@ -184,7 +188,7 @@ count: adjusts density, this many particles fall every second for a 1024x1024 ar
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*/
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/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
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Brush entity that spins in place on one axis (default Z). Use an origin brush to specify define the rotation axis.
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Brush entity that spins in place on one axis (default Z). Use an origin brush to specify the rotation axis.
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To rotate around another axis, make a func_wall with an explicit avelocity given.
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-------- KEYS --------
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speed: speed to rotate (in degrees per second)
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@ -355,7 +359,7 @@ cnt: weight of this item for random selection using "team". Set to a lower value
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-------- SPAWNFLAGS --------
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FLOATING: the item will float in air, instead of aligning to the floor by falling
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-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
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model="models/items/a_bullets.mdl"
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model="models/items/a_bullets.md3"
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*/
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/*QUAKED item_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
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@ -371,7 +375,7 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin
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model="models/items/a_cells.md3"
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*/
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/*QUAKED item_flag_team1 (1 0 0) (-48 -48 -37) (48 48 37)
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/*QUAKED item_flag_team1 (1 0 0) (-32 -32 -37) (32 32 37)
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CTF flag for team one (Red). Use more than one if you really insist.
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-------- KEYS --------
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model: model to use
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@ -380,11 +384,11 @@ noise: sound played when flag is picked up
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noise1: sound played when flag is returned
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noise2: sound played when flag is captured
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noise3: sound played when flag is lost in the field and respawns itself
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-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
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model="models/ctf/radiant/flag_red_radiant.md3"
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-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
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zbqry="zbqryf/pgs/enqvnag/synt_erq_enqvnag.zq3"
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*/
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/*QUAKED item_flag_team2 (0 0 1) (-48 -48 -37) (48 48 37)
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/*QUAKED item_flag_team2 (0 0 1) (-32 -32 -37) (32 32 37)
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CTF flag for team two (Blue). Use more than one if you really insist.
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-------- KEYS --------
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model: model to use
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@ -393,8 +397,8 @@ noise: sound played when flag is picked up
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noise1: sound played when flag is returned
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noise2: sound played when flag is captured
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noise3: sound played when flag is lost in the field and respawns itself
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-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
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model="models/ctf/radiant/flag_blue_radiant.md3"
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-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
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zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3"
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*/
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/*QUAKED item_health_large (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
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@ -572,6 +576,8 @@ colormod: color of the laser beam (default: red, that is, 1 0 0)
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dmg: damage inflicted by the beam per second, or -1 for an instant-death ray
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targetname: name to target this (then its state is toggled)
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alpha: when set, makes a dark laser of the given strength; may be combined with colormod
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scale: scales the beam thickness (default 1)
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modelscale: scales the dynamic light radius at the endpoint (default 1, -1 to turn off)
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-------- SPAWNFLAGS --------
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START_ON: when targeted, the laser will start switched on
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FINITE: the laser does not extend over its target like light would do, but stops there (takes more bandwidth)
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@ -694,6 +700,7 @@ targetname: make the trigger_teleporter point to this.
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target: target to activate when a teleporter targeting this is used
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angle: direction in which player will look when teleported, OR use
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angles: pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out)
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cnt: weight for random selection, in case a teleporter points at multiple misc_teleporter_dest
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*/
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/*QUAKED onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
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@ -735,6 +742,7 @@ wait: number of seconds func_train will pause on this path corner before moving
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/*QUAKED runematch_spawn_point (.3 .3 1) (-16 -16 -16) (16 16 16)
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Spawn point for runes in a runematch.
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Runematch can work without runes also, it then spawn runes at random safe locations.
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*/
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/*QUAKED target_assault_roundend (1 0 0) (-8 -8 -8) (8 8 8)
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@ -893,6 +901,9 @@ One possible use is to trigger entities with more than one targetname on an acti
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More than one "trigger event" can be delayed at once, as opposed to trigger_delay.
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-------- KEYS --------
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target: trigger all entities with this targetname when triggered
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target2: trigger all entities with this targetname when triggered
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target3: trigger all entities with this targetname when triggered
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target4: trigger all entities with this targetname when triggered
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targetname: name that identifies this entity so it can be triggered
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delay: delay the triggering by the given time
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message: print this message to the player who activated the trigger
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@ -911,7 +922,7 @@ swamp_slowdown: amount of slowdown caused by the swamp (default is 0.5)
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Touching this will teleport players to the location of the targeted misc_teleporter_dest entity.
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Note that in Nexuiz, teleporters preserve momentum of the player using them.
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-------- KEYS --------
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target: this must point to a misc_teleporter_dest entity.
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target: this must point to a misc_teleporter_dest entity. If it points to more than one, a destination is randomly selected on teleport.
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*/
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/*QUAKED weapon_crylink (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
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@ -966,6 +977,20 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin
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model="models/weapons/g_hagar.md3"
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*/
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/*QUAKED weapon_laser (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
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the Laser. Note that unless you use
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settemp_for_type all g_start_weapon_laser 0
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in your mapinfo file, everyone will already spawn with one, making this pickup useless.
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-------- KEYS --------
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respawntime: time till it respawns (default: 15)
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team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
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cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
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-------- SPAWNFLAGS --------
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FLOATING: the item will float in air, instead of aligning to the floor by falling
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-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
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model="models/weapons/g_laser.md3"
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*/
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/*QUAKED weapon_nex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
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the Nex
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In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
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@ -995,7 +1020,9 @@ model="models/weapons/g_rl.md3"
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*/
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/*QUAKED weapon_shotgun (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
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the Shotgun
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the Shotgun. Note that unless you use
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settemp_for_type all g_start_weapon_shotgun 0
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in your mapinfo file, everyone will already spawn with one, making this pickup useless.
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-------- KEYS --------
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ammo_shells: initial shells of the weapon (if unset, g_pickup_shells is used)
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respawntime: time till it respawns (default: 15)
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@ -1333,20 +1360,53 @@ message2: death message when someone gets pushed into this (default: "was thrown
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netname: list of <frequencymultiplier> <phase> <x> <y> <z> quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults
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*/
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/*QUAKED func_vectormamamam (0 .5 .8) ?
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/*QUAKED func_vectormamamam (0 .5 .8) ? PROJECT_ON_TARGETNORMAL TARGET2NORMAL_IS_DIRECTION TARGET3NORMAL_IS_DIRECTION TARGET4NORMAL_IS_DIRECTION
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Solid entity that moves according to the movement of multiple given entities (max 4)
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-------- KEYS --------
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target: first reference entity
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targetfactor: factor by which to take the first reference entity (default 1).
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targetnormal: if set, the first reference entity's location is first projected onto a plane with that normal
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target2: second reference entity
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target2factor: factor by which to take the second reference entity (default 1).
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target2normal: if set, the second reference entity's location is first projected onto a plane with that normal
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target3: third reference entity (optional)
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target3factor: factor by which to take the third reference entity (default 1).
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target3normal: if set, the third reference entity's location is first projected onto a plane with that normal
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target4: fourth reference entity (optional)
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target4factor: factor by which to take the fourth reference entity (default 1).
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target4normal: if set, the fourth reference entity's location is first projected onto a plane with that normal
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noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
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dmg: damage a player who gets crushed by it receives
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dmgtime: interval to apply dmg to a player who is s in the way
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message: death message when a player gets crushed
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message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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-------- SPAWNFLAGS --------
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PROJECT_ON_TARGETNORMAL: target's origin is projected onto the given direction vector, not on the plane perpendicular to it
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PROJECT_ON_TARGET2NORMAL: target2's origin is projected onto the given direction vector, not on the plane perpendicular to it
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PROJECT_ON_TARGET3NORMAL: target3's origin is projected onto the given direction vector, not on the plane perpendicular to it
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PROJECT_ON_TARGET4NORMAL: target4's origin is projected onto the given direction vector, not on the plane perpendicular to it
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*/
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/*QUAKED trigger_relay_teamcheck (.5 .5 .5) (-8 -8 -8) (8 8 8) NOTEAM_TOO INVERT
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Works similar to trigger_relay, but only relays trigger events if the team of the activator matches this entity's team
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-------- KEYS --------
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target: trigger all entities with this targetname when triggered
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target2: trigger all entities with this targetname when triggered
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target3: trigger all entities with this targetname when triggered
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target4: trigger all entities with this targetname when triggered
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targetname: name that identifies this entity so it can be triggered
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delay: delay the triggering by the given time
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message: print this message to the player who activated the trigger
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killtarget: remove all entities with this targetname when triggered
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team: 5 for red, 14 for blue, 13 for yellow, 10 for pink team
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-------- SPAWNFLAGS --------
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NOTEAM_TOO: also relay events if the activator has no team set
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INVERT: only relay the event if this entity has the matching team
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*/
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/*QUAKED trigger_disablerelay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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Disables a trigger_relay temporarily (until triggered again)
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-------- KEYS --------
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target: disable/enable all relays with this targetname when triggered
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targetname: name that identifies this entity so it can be triggered
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*/
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